This is a really good and well thought out idea! I feel this would work excellently in minecraft and should be implemented to the game. I fully support this idea!
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I don't support multi-effect potions. Instead, if potions were stackable, then there would be little need to compress multiple functions into one potion.
OTOH, I do support the more general idea that cauldrons should be given a purpose. Potion-combination isn't it.
I think this is one of the best ideas on the forums! I don't think it would be op because you can't grief with it and it gives use for cauldron.200% support
My urge to post a similar idea was building and BOOM! A wild topic appeared! I like most of this idea and it is certainly better that needing a new dedicated block. The only thing I'd change is the explosion thing. Canceling out effects should be visual enough to tell you screwed up your brew somewhere. This could give Witch Testificates an excuse to hit you so hard your kid would feel it. Despite the potential for Mojang to royally troll us I support this suggestion.
I'll consider this suggestion, albeit my enjoyment for an alternative sound and particles indeed sounds better than a small explosion. Thank you for the support!
Absolutely love this idea! This post is well explained, includes visuals, explains every proposed concept and is definitely not too far-fetched. If we can create mixed potions in the Too Many Items potions menu, I'm sure Mojang can implement the mixed potions in vanilla Minecraft. I'm not a coding genius or anything but I think this idea is completely feasible. This is also great in the fact that isn't implementing new elements into the game, "just for the sake of it" but actually contributing and building upon what we currently have.
100% support this proposal!
Yes, indeed. This suggestion adds variety to the brewing system, and brings in strategy. Those two are key to a game that requires variety, and one that lacks strategy. Thank you for the support!
This is a really good and well thought out idea! I feel this would work excellently in minecraft and should be implemented to the game. I fully support this idea!
Thanks for your opinion! I appreciate the support.
I don't support multi-effect potions. Instead, if potions were stackable, then there would be little need to compress multiple functions into one potion.
OTOH, I do support the more general idea that cauldrons should be given a purpose. Potion-combination isn't it.
Where is the strategy in that? This wouldn't fix many problems, and would turn down most contributions to the potion system. Spamming Harming Potions is not a good idea, and is extremely overpowered. This suggestion, however, balances the stats of the effects. I know the developers would rather implement this than allow you to instantly heal all of your health with absolutely no sacrifice from your inventory.
Hopefully, your opinion may change for the better. It would be disappointing if you could not join us in the supporters list. At least, we can agree that cauldrons need a use.
One use for cauldrons in case anyone wants to know is that you can un-dye leather armor...
Which ranks just a teeny bit higher than its other uses of being filled by rain, extinguishing a burning mob or player and outputting a redstone signal through a comparator on the scale of usefulness, making it a 2 instead of a 1, with 1 being "That was a feature?" and 10 being "I use it all the time".
Full support on this topic. I think it is a great idea.
For one cauldrons have no use apart from filling up bottles of water, and this is great. it gives cauldrons an actual use.
I also like the idea of the multi effect potions cause if you are using upalot of space in your inventory it saves slots, if that makes any sense.
One use for cauldrons in case anyone wants to know is that you can un-dye leather armor...
When this suggestion was made, the use for cauldrons for small. However, there has been new additions with the updates; yet, these changes remain mere. These additions are so small, the community will usually not notice them unless they search it up, or read the changelog. On the other hand, this suggestion adds a new use to cauldrons that is significant to gameplay, unlike other features the cauldron may have.
Full support on this topic. I think it is a great idea.
For one cauldrons have no use apart from filling up bottles of water, and this is great. it gives cauldrons an actual use.
I also like the idea of the multi effect potions cause if you are using upalot of space in your inventory it saves slots, if that makes any sense.
Thanks for the support! Yes, this suggestion will definitely allow inventory slots to be conserved!
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Very well thought out, but you could add some drawbacks to doing this, such as potion dilution, explosions, and in extreme cases, death.
(Please note these were only examples.)
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Very well thought out, but you could add some drawbacks to doing this, such as potion dilution, explosions, and in extreme cases, death.
(Please note these were only examples.)
Uh, I do happen to propose those. Potion diluting is done when two different potions are mixed, and an explosion is caused when two opposite potions are mixed. If you are near death, an explosion will not aid you in any way; therefore, the explosion could also potentially mean death.
a) How would you know what potions are in any given cauldron? How would the game store that data?
Having to rename every potion in an anvil is hideously expenisive.
c) If all the combinations are their own potion type and unlike 3rd party editors aren't a normal potion item with custom effects, the item ID list would easily triple or quadruple in size.
d) Potion diluting by adding water to make it somehow less level 1 would require a massive rewrite of the entire potion system.(Breaking the rule of not being a pain for mojang to add)
e) Saying cauldrons are useless is like saying stone bricks are useless, in fact, it's even worse. Cauldrons look better than stone brick and have the added bonus of being able to store water.
Unless you solve these problems you have No Support from me.
E isn't really a problem it's just: why are you being mean to cauldron D':
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You're so amazing that this creeper cowers in fear >:D
a) How would you know what potions are in any given cauldron? How would the game store that data?
Having to rename every potion in an anvil is hideously expenisive.
c) If all the combinations are their own potion type and unlike 3rd party editors aren't a normal potion item with custom effects, the item ID list would easily triple or quadruple in size.
d) Potion diluting by adding water to make it somehow less level 1 would require a massive rewrite of the entire potion system.(Breaking the rule of not being a pain for mojang to add)
e) Saying cauldrons are useless is like saying stone bricks are useless, in fact, it's even worse. Cauldrons look better than stone brick and have the added bonus of being able to store water.
Unless you solve these problems you have No Support from me.
E isn't really a problem it's just: why are you being mean to cauldron D':
I'll bite.
a) It would be quite simple to create a system in which cauldrons get block-data to save the combinations. I'm no programmer, but a similar thing had already been done when cauldrons were first introduced.
You wouldn't have to rename the potion - it would work the same without a special name, it's just that it has no name of it's own when combined.
c) All potion combinations are already possible to get in game through commands. Your point is invalid.
d) Yes, it would. This wouldn't be a small update and I can't remember that rule from anywhere. Having a large change or addition shouldn't discourage people from liking it on that point alone, it simply makes it less likely to be added. But that shouldn't discourage support.
e) That comparison it invalid because those two blocks have wildly different aspects. Stone bricks are a semi-cheap widely used building block, thus not needing a new use, while cauldrons are a semi-expensive little used decoration block with a few underused and inefficient features.
We aren't being mean to the cauldron, we want to soup it up and give it wings and jet engines.
a) It would be quite simple to create a system in which cauldrons get block-data to save the combinations. I'm no programmer, but a similar thing had already been done when cauldrons were first introduced.
You wouldn't have to rename the potion - it would work the same without a special name, it's just that it has no name of it's own when combined.
c) All potion combinations are already possible to get in game through commands. Your point is invalid.
d) Yes, it would. This wouldn't be a small update and I can't remember that rule from anywhere. Having a large change or addition shouldn't discourage people from liking it on that point alone, it simply makes it less likely to be added. But that shouldn't discourage support.
e) That comparison it invalid because those two blocks have wildly different aspects. Stone bricks are a semi-cheap widely used building block, thus not needing a new use, while cauldrons are a semi-expensive little used decoration block with a few underused and inefficient features.
We aren't being mean to the cauldron, we want to soup it up and give it wings and jet engines.
a) You still have the problem of knowing what potions are in what cauldron. But yes, now that I think it through it would be quite easy to store the data with a single variable.
No it would be hard to know what potions have what effects in the split second where you are ambushed or fall into lava.
c) I assume you mean the /effect command. That is just applying effects directly to the player. Things like NBTEdit take something like a speed potion and then change the effects of it. The color of the potion is the original potion and the ID is the same as the original potion.
d) Good Job! I hope we get to see the new "Potion Update" soon
e) Actually cauldrons are used for lots of things. They can be sinks, witch cauldrons, urinals, toilets, a and pretty much anything that has a hole in it. You wouldn't want to use it everywhere though, it's like how you wouldn't a building made of solid diamond blocks.
Says the person who said poor cauldron was useless.
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You're so amazing that this creeper cowers in fear >:D
a) You still have the problem of knowing what potions are in what cauldron. But yes, now that I think it through it would be quite easy to store the data with a single variable.
No it would be hard to know what potions have what effects in the split second where you are ambushed or fall into lava.
c) I assume you mean the /effect command. That is just applying effects directly to the player. Things like NBTEdit take something like a speed potion and then change the effects of it. The color of the potion is the original potion and the ID is the same as the original potion.
d) Good Job! I hope we get to see the new "Potion Update" soon
e) Actually cauldrons are used for lots of things. They can be sinks, witch cauldrons, urinals, toilets, a and pretty much anything that has a hole in it. You wouldn't want to use it everywhere though, it's like how you wouldn't a building made of solid diamond blocks.
Says the person who said poor cauldron was useless.
That's true, but you don't really ever have time to use a potion in situations like that unless you put it in your hotbar for that exact reason, in which case you know exactly what it does. That, and the special colours the combined potions get should be enough.
c) I meant this: )
e)Like I said, they are primarily decorative; Giving them useful functionality would benefit them.
a) How would you know what potions are in any given cauldron? How would the game store that data?
The same way most blocks store data. How do chests know what's inside? Simple, tile entities. There'd be extra tags for the cauldron. One of them would be color, the same tag used in dyed leather armor. Another could store its potion contents. It's possible.
Having to rename every potion in an anvil is hideously expenisive.
No one said you had to rename a potion. That's simply for personal identification, user convenience. Even so, 1.8 fixes that little problem concerning the expense. Renaming can now cost as little as a single XP level, no more. Iron isn't hard to obtain either, 30 minutes or less of caving would do well.
c) If all the combinations are their own potion type and unlike 3rd party editors aren't a normal potion item with custom effects, the item ID list would easily triple or quadruple in size.
What? No, that's not how potions store their effects. They utilize a tag called "CustomPotionEffects" already, in which the effects in the potion are located. All it is is adding another effect per added potion into that tag, nothing more.
d) Potion diluting by adding water to make it somehow less level 1 would require a massive rewrite of the entire potion system.(Breaking the rule of not being a pain for mojang to add)
Are you an experienced programmer to determine if this would require a rewrite? I highly doubt it; even so, it still uses the same system stated above. CustomPotionEffects contains the effects, and within each effect is located the Id of the potion, Duration, Amplifier, and if the potion should show particles. All it does is manipulate the duration and perhaps the amplifier, and done. No need for massive rewrites.
e) Saying cauldrons are useless is like saying stone bricks are useless, in fact, it's even worse. Cauldrons look better than stone brick and have the added bonus of being able to store water.
What other use does it have other than aesthetic purpose? Somethings, such as a cauldron, deserve more than it currently has, don't you think? Actually contributing to the potion system would certainly fulfill a cauldron's true purpose, other than looking pretty.
Unless you solve these problems you have No Support from me.
I am sorry to hear that.
E isn't really a problem it's just: why are you being mean to cauldron D':
I'm being mean to cauldrons so that they can get better. It's the same logic as to why our mothers yell at us; to improve ourselves.
a) You still have the problem of knowing what potions are in what cauldron. But yes, now that I think it through it would be quite easy to store the data with a single variable.
If the player is making something in the cauldron, they should know what is inside since they did it. If not, the potion is easily retrievable if clicked with an empty bottle. The list of potion effects in that potion will be located in the tool tip when hovering over the potion. That's already possible in vanilla using commands. Once done, you can plop the potion back into the cauldron and continue mixing, unless it already has three effects.
No it would be hard to know what potions have what effects in the split second where you are ambushed or fall into lava.
That is utterly the player's fault in a scenario like that. Why wouldn't the creator of the potions know what's inside them, if he/she was the person who mixed those potions together? Either way, keep in mind that potions would have the same characteristic that dye-able armor has, they can be any color. Therefor, distinguishable. And, as previously said, you can name the potion (1 level only!), or hover over the item to see its effects.
c) I assume you mean the /effect command. That is just applying effects directly to the player. Things like NBTEdit take something like a speed potion and then change the effects of it. The color of the potion is the original potion and the ID is the same as the original potion.
No, we mean like the /give command. It applies the CustomPotionEffects to the potion, without the need of 3rd party editors. Here is an example command of a red splash-able potion with both the wither effect and night vision for ten seconds:
It's almost as easy as running the command, but easier.
d) Good Job! I hope we get to see the new "Potion Update" soon
Yay!
e) Actually cauldrons are used for lots of things. They can be sinks, witch cauldrons, urinals, toilets, a and pretty much anything that has a hole in it. You wouldn't want to use it everywhere though, it's like how you wouldn't a building made of solid diamond blocks.
Now, if you take out all the aesthetic purpose the cauldron has, what do you have left? Nothing much, just a simple water storage, an inconvenient water storage. Why would you need a water storage, if getting a bucket and filling it with water is easier? It's even less expensive to do so. Now, this suggestion wouldn't degrade those uses at all; it will only improve up on those aspects, in an entirely 'expected' scale for the cauldron.
Says the person who said poor cauldron was useless.
As stated before, apart from the aesthetic purposes of the cauldron, the remaining uses are evidently inconvenient; and therefor, useless.
I'm for it. I'd change a few things about it though:
Dilution is a must. Otherwise this can become overpowered. I think the best way for dilution should work with the current system would be by modifying the length of each potion. If your mixing 3 things than each potion last 1/3 as long. Personally I'd like it better if the effects power was changed as well. Currently that wouldn't work with the current system because fractional levels are currently not supported.
I don't think there should be explosions. Or special effects depending on what's in the cauldron, but that's just me.
I think the best way to do the colors would be to use a rgb scale. Like the one being used for armor dye. Wouldn't require additional items/data values, and it would allow map makers create extra customized potions.
This has probably been mentioned before, but cauldrons do have a purpose. They're for bringing water into the nether. Not everybody has a nether base. But for those who do, it is useful.
I'm for it. I'd change a few things about it though:
Dilution is a must. Otherwise this can become overpowered. I think the best way for dilution should work with the current system would be by modifying the length of each potion. If your mixing 3 things than each potion last 1/3 as long. Personally I'd like it better if the effects power was changed as well. Currently that wouldn't work with the current system because fractional levels are currently not supported.
I don't think there should be explosions. Or special effects depending on what's in the cauldron, but that's just me.
I think the best way to do the colors would be to use a rgb scale. Like the one being used for armor dye. Wouldn't require additional items/data values, and it would allow map makers create extra customized potions.
This has probably been mentioned before, but cauldrons do have a purpose. They're for bringing water into the nether. Not everybody has a nether base. But for those who do, it is useful.
Given that you missed the most crucial aspects of the suggestion, I will assume you did not read all of it. Yes, diluting is not optional. It will occur when mixing. Water diluting is another different aspect though, which may transform a single potion into three, with the expense of duration. Yes, something would be done to make sure that Harming and Healing due get diluted properly.
This has been open for discussion for plenty of time; many people argued that it was the best way to ensure that this doesn't become too overpowered. The special effects are aesthetic, which only improves upon it's current aesthetic purpose. Mixing potions would be anticlimactic, if they lacked those special effects.
That's what I said, potions would receive their color based on which potions are mixed, using the same system dyed leather armor currently uses.
For your last sentences, yes, that has been said countless times before. Heck, that was the first reply of this suggestion. Indeed they do have that use; however, it is limited to only three levels of water. To get more water, you'll be forced to go back to the overworld anyway.
Support!
OTOH, I do support the more general idea that cauldrons should be given a purpose. Potion-combination isn't it.
Thanks for the support!
I'll consider this suggestion, albeit my enjoyment for an alternative sound and particles indeed sounds better than a small explosion. Thank you for the support!
Yes, indeed. This suggestion adds variety to the brewing system, and brings in strategy. Those two are key to a game that requires variety, and one that lacks strategy. Thank you for the support!
Thanks for your opinion! I appreciate the support.
Yes, I've always thought about how cauldrons only serve as an aesthetic pleasing block, which is dull. Thank you for the support!
Where is the strategy in that? This wouldn't fix many problems, and would turn down most contributions to the potion system. Spamming Harming Potions is not a good idea, and is extremely overpowered. This suggestion, however, balances the stats of the effects. I know the developers would rather implement this than allow you to instantly heal all of your health with absolutely no sacrifice from your inventory.
Hopefully, your opinion may change for the better. It would be disappointing if you could not join us in the supporters list. At least, we can agree that cauldrons need a use.
What did you looking for? There's nothing to see here.
Seriously, I'm NOT good at english.
I'm just a passing asian guy.
Which ranks just a teeny bit higher than its other uses of being filled by rain, extinguishing a burning mob or player and outputting a redstone signal through a comparator on the scale of usefulness, making it a 2 instead of a 1, with 1 being "That was a feature?" and 10 being "I use it all the time".
Not to judge, but this makes absolutely no sense. You're from Thailand, I see, so that's probably Google translates' fault.
For one cauldrons have no use apart from filling up bottles of water, and this is great. it gives cauldrons an actual use.
I also like the idea of the multi effect potions cause if you are using upalot of space in your inventory it saves slots, if that makes any sense.
When this suggestion was made, the use for cauldrons for small. However, there has been new additions with the updates; yet, these changes remain mere. These additions are so small, the community will usually not notice them unless they search it up, or read the changelog. On the other hand, this suggestion adds a new use to cauldrons that is significant to gameplay, unlike other features the cauldron may have.
Thanks for the support! Yes, this suggestion will definitely allow inventory slots to be conserved!
(Please note these were only examples.)
Uh, I do happen to propose those. Potion diluting is done when two different potions are mixed, and an explosion is caused when two opposite potions are mixed. If you are near death, an explosion will not aid you in any way; therefore, the explosion could also potentially mean death.
Thanks for the support!
a) How would you know what potions are in any given cauldron? How would the game store that data?
Having to rename every potion in an anvil is hideously expenisive.
c) If all the combinations are their own potion type and unlike 3rd party editors aren't a normal potion item with custom effects, the item ID list would easily triple or quadruple in size.
d) Potion diluting by adding water to make it somehow less level 1 would require a massive rewrite of the entire potion system.(Breaking the rule of not being a pain for mojang to add)
e) Saying cauldrons are useless is like saying stone bricks are useless, in fact, it's even worse. Cauldrons look better than stone brick and have the added bonus of being able to store water.
Unless you solve these problems you have No Support from me.
E isn't really a problem it's just: why are you being mean to cauldron D':
I'll bite.
a) It would be quite simple to create a system in which cauldrons get block-data to save the combinations. I'm no programmer, but a similar thing had already been done when cauldrons were first introduced.
You wouldn't have to rename the potion - it would work the same without a special name, it's just that it has no name of it's own when combined.
c) All potion combinations are already possible to get in game through commands. Your point is invalid.
d) Yes, it would. This wouldn't be a small update and I can't remember that rule from anywhere. Having a large change or addition shouldn't discourage people from liking it on that point alone, it simply makes it less likely to be added. But that shouldn't discourage support.
e) That comparison it invalid because those two blocks have wildly different aspects. Stone bricks are a semi-cheap widely used building block, thus not needing a new use, while cauldrons are a semi-expensive little used decoration block with a few underused and inefficient features.
We aren't being mean to the cauldron, we want to soup it up and give it wings and jet engines.
a) You still have the problem of knowing what potions are in what cauldron. But yes, now that I think it through it would be quite easy to store the data with a single variable.
No it would be hard to know what potions have what effects in the split second where you are ambushed or fall into lava.
c) I assume you mean the /effect command. That is just applying effects directly to the player. Things like NBTEdit take something like a speed potion and then change the effects of it. The color of the potion is the original potion and the ID is the same as the original potion.
d) Good Job! I hope we get to see the new "Potion Update" soon
e) Actually cauldrons are used for lots of things. They can be sinks, witch cauldrons, urinals, toilets, a and pretty much anything that has a hole in it. You wouldn't want to use it everywhere though, it's like how you wouldn't a building made of solid diamond blocks.
Says the person who said poor cauldron was useless.
That's true, but you don't really ever have time to use a potion in situations like that unless you put it in your hotbar for that exact reason, in which case you know exactly what it does. That, and the special colours the combined potions get should be enough.
c) I meant this: )
e)Like I said, they are primarily decorative; Giving them useful functionality would benefit them.
The same way most blocks store data. How do chests know what's inside? Simple, tile entities. There'd be extra tags for the cauldron. One of them would be color, the same tag used in dyed leather armor. Another could store its potion contents. It's possible.
No one said you had to rename a potion. That's simply for personal identification, user convenience. Even so, 1.8 fixes that little problem concerning the expense. Renaming can now cost as little as a single XP level, no more. Iron isn't hard to obtain either, 30 minutes or less of caving would do well.
What? No, that's not how potions store their effects. They utilize a tag called "CustomPotionEffects" already, in which the effects in the potion are located. All it is is adding another effect per added potion into that tag, nothing more.
Are you an experienced programmer to determine if this would require a rewrite? I highly doubt it; even so, it still uses the same system stated above. CustomPotionEffects contains the effects, and within each effect is located the Id of the potion, Duration, Amplifier, and if the potion should show particles. All it does is manipulate the duration and perhaps the amplifier, and done. No need for massive rewrites.
What other use does it have other than aesthetic purpose? Somethings, such as a cauldron, deserve more than it currently has, don't you think? Actually contributing to the potion system would certainly fulfill a cauldron's true purpose, other than looking pretty.
I am sorry to hear that.
I'm being mean to cauldrons so that they can get better. It's the same logic as to why our mothers yell at us; to improve ourselves.
If the player is making something in the cauldron, they should know what is inside since they did it. If not, the potion is easily retrievable if clicked with an empty bottle. The list of potion effects in that potion will be located in the tool tip when hovering over the potion. That's already possible in vanilla using commands. Once done, you can plop the potion back into the cauldron and continue mixing, unless it already has three effects.
That is utterly the player's fault in a scenario like that. Why wouldn't the creator of the potions know what's inside them, if he/she was the person who mixed those potions together? Either way, keep in mind that potions would have the same characteristic that dye-able armor has, they can be any color. Therefor, distinguishable. And, as previously said, you can name the potion (1 level only!), or hover over the item to see its effects.
No, we mean like the /give command. It applies the CustomPotionEffects to the potion, without the need of 3rd party editors. Here is an example command of a red splash-able potion with both the wither effect and night vision for ten seconds:
It's almost as easy as running the command, but easier.
Yay!
Now, if you take out all the aesthetic purpose the cauldron has, what do you have left? Nothing much, just a simple water storage, an inconvenient water storage. Why would you need a water storage, if getting a bucket and filling it with water is easier? It's even less expensive to do so. Now, this suggestion wouldn't degrade those uses at all; it will only improve up on those aspects, in an entirely 'expected' scale for the cauldron.
As stated before, apart from the aesthetic purposes of the cauldron, the remaining uses are evidently inconvenient; and therefor, useless.
Potions are only destroyed if opposites are mixed together. This is to prevent having potions such as regen and poison, harming and healing, etc.
Given that you missed the most crucial aspects of the suggestion, I will assume you did not read all of it. Yes, diluting is not optional. It will occur when mixing. Water diluting is another different aspect though, which may transform a single potion into three, with the expense of duration. Yes, something would be done to make sure that Harming and Healing due get diluted properly.
This has been open for discussion for plenty of time; many people argued that it was the best way to ensure that this doesn't become too overpowered. The special effects are aesthetic, which only improves upon it's current aesthetic purpose. Mixing potions would be anticlimactic, if they lacked those special effects.
That's what I said, potions would receive their color based on which potions are mixed, using the same system dyed leather armor currently uses.
For your last sentences, yes, that has been said countless times before. Heck, that was the first reply of this suggestion. Indeed they do have that use; however, it is limited to only three levels of water. To get more water, you'll be forced to go back to the overworld anyway.